Showing posts with label Photos. Show all posts
Showing posts with label Photos. Show all posts

Monday, March 5, 2012

Optex Photo Studio Lighting Kit Review

With the increase in blogging activity this year I thought it would be time to invest in some gear to hopefully improve the quality of my photography. Enter the Optex Photo Studio Lighting Kit. This is a really handy little set up that should do wonders for the lighting aspect of my miniatures photography.

The whole setup fits inside a soft-sided case with a convenient carrying handle on top, which folds out into...

...a miniature photo-studio. The rig is side-lit by one bulb on each side, firing through diffusers. There is a diffuser for the top as well. The set includes two backdrop cloths in different colours, the lights and bulbs, and even a universal miniature tripod - all of which can be stowed away in velcro-secured pouches in the case. Very intuitive to set up and quick - less than five minutes.

I haven't played much with the settings on the camera except to turn off the flash and set to Macro - but here's the results of some quick messing about.






Next time I'll try a different colour backdrop. However I think that the setup should improve my miniature photography considerably, for a modest investment. It's easy to put up and take down and doesn't take up much space either. I'm pretty pleased with the setup, especially as I got it on sale ;-)

Monday, June 28, 2010

Robotech pictures recovered!

At the beginning of the month we staged a Robotech game at Prairiecon 2010. I took a ton of pictures, and then could not find them. Definitely a sign that I suck. But I managed to find them after all - so I can dial back the I-suck-o-metre a little bit today.

Here are photos from the game, which featured a shoot-out at the abandoned RDF base on Mars. Models are approx 1/200 scale, mostly by Nichimo (or whoever actually owned those molds). The "PWNED" token is from Litko, and trust me - that VT fighter got PWNED big-time.
















Thanks again to Dallas and Mike F for coming to play in this game and making it fun!

Friday, December 11, 2009

After Action Report: Future Gordon Brown Celebrates Bloated Victory



Taking a break from my recent horse & musket focus, last night we played a game of Future War at my place. Mike F rolled out with his FutureBritz, including some newly converted and painted AT-43 suits. I deployed Gün Schwarm, with the new "Space Hetzer", and the 40k Valkyrie as part of the lineup. Brian and Cam came out too. Brian joined me on the Gün side, and Cam and Mike rolled with the Britz (New Labour - there's an app for that).

We set up on a 6'x4' table and fought over a village. No big reason was given - perhaps it was emitting too much carbon? We'll never know, in particular because of Mike's Future Churchill...

Suffice to say, it was a brutal outing for Gün Schwarm. We got a few kicks in, slaughtering some infantry, but the Britz knocked our vehicles to pieces in the space of four turns, and we did a terrible job of replying. The Valkyrie killed a few Brit infantry, and deployed a squad on to one of the objectives on the table, but a pair of "pie-plate" blasts from Mike's Space Churchill eliminated that threat.

It was a decisive win for the Britz. Even the Schwarmbot got smacked around! The Gün Schwarm Ministry of Information will have its work cut out when it comes to spinning this disaster.

Here are some pics from the game:







Mike F's brits looked awesome. Thanks to everyone for coming out!

Wednesday, September 30, 2009

Warhammer 40K Re-match: Crash Site Recovery

I played Chris at Astromini-con back in May, and we had managed to get in another game over the summer. Jonesing for a re-match, we went to 1,700 points apiece and met up at the local Games Workshop store last week to play the Astronomi-con scenario Crash Site Recovery.

The table had the contents of a crashed spaceship scattered about, with woods, craters, some ruins and ridges all around. To win the scenario a player's forces had to merely hold more objectives than their opponent - there were 6 large containers randomly scattered about.

There was also on-table the spaceship's pilot, who counted for battle points in tournament play but here in a friendly game merely added colour to the proceedings. The pilot moved a random distance each turn, away from the nearest models; he would fire his pistol (ineffectually, as it turned out) at the closest target. He could be captured by being defeated in close combat.

The containers could be picked up by any model with "hands" moving into contact in the movement phase. Holding a container disallowed that model from shooting. The container would be dropped if the model's squad broke, or if the model's squad was assaulted.

When first picked up a container might explode on a roll of "1" on a D6, with a S7 AP4 large blast marker. That would really wreck an Eldar Aspect Warrior's afternoon!

My Eldar Swordwind:
HQ
Sword-of-the-Lord - Farseer, Doom, Eldar Jetbike, Runes of Warding, Singing Spear
Warrior of Surprise - Autarch, Eldar Jetbike, Fusion Gun, Laser Lance, Banshee Mask

TROOPS
Companions - Dire Avengers x 10
- Far-Darter - Exarch upgrade, Bladestorm, 2nd Avenger Shuriken Catapult
- Ancient Whispers - Wave Serpent, TL Shuriken Cannon, Shuriken Cannon Upgrade

Blood Redeemers - Dire Avengers x 10
- Pious - Exarch upgrade, Bladestorm, Diresword and Shuriken Pistol
- Peacemaker - Wave Serpent, TL Bright Lances

ELITES
Blade Dancers - Howling Banshees x 10
- Angelic Rhapsody - Exarch upgrade, Executioner
- Fencing Master - Wave Serpent, TL Shuriken Cannon

Fate’s Tears - Fire Dragons x 8
- The Kid - Wave Serpent, TL Shuriken Cannon

FAST ATTACK
Breaking Waves - Shining Spears x 3 (sorry, two of the jetbikes have unfinished bases...)
- Winter's Knight - Exarch upgrade, Star Lance

Dreamweavers - Warp Spiders x 5
- Soul Hunter - Exarch upgrade, Dual Death Spinners

HEAVY SUPPORT
War Prayer – Fire Prism

Total: 1699 points

Opponent: Chris' Chaos Space Marines(IIRC):
Chaos Champion w/ demon weapon riding a Juggernaut of Khorne (giving a possible 18 close combat attacks!)
Winged Demon Prince with Warp Time
Demon (summoned)
Chaos Terminator squad w/ TL bolters and power fists (Champion rode with them)
Khorne Berzerker squad w/ Rhino APC
Chaos Space Marine squad
Heavy Weapon squad w/ 4(!) heavy bolters
Heavy Weapon squad w/ 2 missile launchers and 2 lascannons
Havoc squad w/ plasma guns and jump packs

The objectives were placed across the board. Two were just outside the deployment zone on the southern long table edge (deployment was 12 inches in from the long table edges), three near the northern deployment zone, one near the middle of the western (short) table edge, and the pilot was placed mid-table.

Only Troops could set up. The Eldar won the roll so chose to go second. Chaos went first and set up the Chaos Space Marine squad and a dismounted Khorne Berzerker squad with their Rhino close by, all in the northern deployment zone. The Eldar set up two Dire Avenger squads, keeping everything else off the table in reserve. The Warp Spiders would deep strike (I wanted that downed pilot; more on that later). The jetbike Autarch joined up with the Shining Spears.

In the photo below, Chris can be seen contemplating his tape measure.
(Click the photos for larger images.)



The pilot ran for the Eldar table edge, away from the Chaos Space Marines.

Reserves started in the first turn on a roll of a "5" and had a slight possibility of coming in from the short table edges. Some of the Chaos forces had their dark gods' favour, and the Havocs came in from the western table edge to seize a container, which failed to explode.



The Berzerkers seized the easternmost objective near the Chaos deployment zone.



The Chaos Space Marines seized a third container.

Score: Chaos = 3 containers, Eldar = 0 containers

In the Eldar turn, the Autarch/Spears, mounted Fire Dragons, Fire Prism and Warp Spiders all showed up. The Fire Prism and bike reinforcements came on in the southwest table quarter, the Dragons stayed mounted in the centre. The Avengers dismounted from their respective Wave Serpents and seized two objectives. Concentrated shuriken cannon and prism cannon fire killed 4 Havocs, but their morale held.



The Spiders had deep struck northeast of the pilot (I managed to roll a "Hit" and stick for a change). The Spiders shot and immobilized the Chaos Rhino, which was stuck for the rest of the game. They used their second assault jump to move south and west, herding the pilot toward the Eldar lines as, under the rules of the scenario, he would move away from them.

In the photo below, the pilot can be seen crouching in the foreground. To the right, the Warp Spiders can be seen after their deep strike. In the background, the Chaos Space Marines contemplate the objective they've seized.



Score: Chaos = 3 containers, Eldar = 2 containers

The Chaos Space Marines and the surviving Havoc moved back north a little, away from the action. The Berzerkers moved towards the ruins located to the south of them, to gain cover.

Only one Chaos unit showed up from reserves. The winged demon prince appeared on the western board edge. Chris had a couple of options open to him. He could reinforce the lone Havoc holding an objective, or he could attack the bunched up Eldar. No guts, no glory, eh?

The demon prince tried to assault though bad going, rolling a "5" - he was short of contacting a Dire Avenger by maybe a couple of millimeters, so he failed to move at all during the assault phase. Uh-oh, incoming...



During the Eldar turn, the Warp Spiders jumped to a position just east of an unattended objective. The mounted Banshees showed up, moving up the midfield. The Farseer decided to show up, coming on near the southern table edge to support the Banshees. The Fire Prism advanced and shot at the Chaos Space Marines, killing a couple.

The two Dire Avenger squads loaded their objectives into their Wave Serpents, which moved off west and south, respectively.

Note that this was a calculated risk. Under the scenario rules, the model holding a container could pass it into a vehicle, where it would take up a passenger space. This was good, since the Eldar could keep the objectives under tank armour. However, if the vehicle was destroyed, the unattended (that is, uncarried)prize would ALSO be destroyed. The safest option would have been to have a squad carrying a container mount up.

One Avenger squad advanced south towards the pilot.



The two-gun Exarch Avenger squad moved to join the now dismounted Fire Dragons and the Shining Spears in an extended firing line facing the demon prince.



After the Autarch and the Fire Dragons finished firing their Fusion Guns, the demon prince's physical body was utterly destroyed, its essence banished back to the Warp.



As the turn wound down, the Blood Redeemers assaulted and captured the downed pilot.

Score: Chaos = 3 containers, Eldar = 2 containers, plus the pilot

The following turn the Chaos forces, true to form, only received one squad from reserves, the lascannon/missile squad, who moved on in the northeast table quarter. The Berzerkers dug-in in the ruins to the east. The lone Havoc jumped northwards, behind the ruins to the west.

The Farseer joined the rest of the jet bikers in the centre, and the mounted Banshees pushed north - both these units were offered as bait to take fire off of the objective carrying Serpents. Meanwhile, the two Avenger squads mounted up with their various prizes and hightailed it south and west.

The Warp Spiders teleported northwest to both grab an objective and put fire on the Havoc. The lone Havoc was cut to shreds in a cloud of mono-filament wire, leaving his container unattended.



Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot

The next couple of turns progressed at a rapid pace as the last of the Chaos reserves made it onto the table. The lascannon squad ignored the tempting Eldar bait and tried to down an Avenger Serpent - however its energy field and cover negated all hits.

The demon in reserve appeared amongst the Berzerkers. The champion on the Juggernaut and his Terminator guards moved on in the northwest and seized the objective left by the fallen Havocs. The second Chaos heavy weapon squad moved on next to them and gunned down a couple of Spiders, who broke and dropped their container. The Autarch then moved to seize hold of the discarded container as the Spiders rallied.

The Fire Prism advanced deep into the Chaos zone, killing some Chaos Space Marines
The mounted Banshees and Dragons advanced northwards. The Avengers withdrew towards the relative safety of the southwest table quarter.



The Fire Dragons dismounted and blew away the Chaos Space Marine squad.



Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot

In the photo below, looking south the Avengers can be seen taking cover in their vehicles behind some ruins.



Return fire killed some Dragons, but their morale held. The surviving demon attacked the Banshees' Serpent in close combat, blowing it up, leaving six survivors.



As the game wound down, I made a tactical error. Instead of mounting up the surviving Dragons, I advanced them towards the lascannon/missile squad. After killing some, the heavy weapon troopers' morale broke and Chris declined to re-roll their Leadership. They retreated out of "move, run and charge" range of the Banshees.

The heavy weapon squad rallied, but couldn't get close enough to the last container. The Dragons were gunned down. It took a turn for the demon to fight off the Banshees. The rest of the Eldar moved away from the action, whereupon the game ended at the bottom of the sixth turn.



Final Score: Chaos = 2 containers, Eldar = 3 containers, plus the pilot

The Eldar managed to eke out the win.

Al in all it was a fast, tense and highly enjoyable game.

Eldar Tactica Critique:
With regard to the unneeded sacrifice of the Dragons and the Banshees, what I probably should have done was mount up the surviving Dragons and place their boat about an inch off the north table edge, facing south. The Banshees were well within charge reach of the heavy weapons squad, which would have pulled them away from the demon.

Wednesday, September 9, 2009

Planetstrike - Planetfall!

Mission: Planetfall

Factions: Imperial Space Marines vs. Imperial Guard

Regulus VII lies in a system near the border of Imperial space. What passes for planetary government is being swayed by Xenos lies to rebel against the Empire. Can the Adeptus Astartes seize a foothold on the planet before Tau and Eldar reinforcements arrive?


Last Thursday we played our first Warhammer 40K Planetstrike game. This rules supplement allows playing of objective-based attacker-defender scenarios, instead of the usual "balanced" armies one might see in, say, tournament play. A good review is located here:
http://www.belloflostsouls.net/2009/07/40k-review-planetstrike.html

Mike Fraser led the attacking forces, supplementing his own new Space Marine models with some Salamander and Ultramarine troops from my shelves.

Space Marines
Captain w/ combi-melta
10-man Assault Squad w/ 2 Flamers and Sgt. w/ Lightning Claws
10-man Tactical Squad w/ Missile Launcher and Flamer, Sgt. w/ Power Weapon
10-man Tactical Squad w/ Lascannon and Meltagun, Sgt. w/ Power Weapon
10-man Tactical Squad w/ Missile Launcher and Flamer
5-man Scout Squad w/ Heavy Bolter, Sgt. w/ Melta Bombs

John and I fielded old-school Imperial Guard using 5th edition rules.

Imperial Guard
Company Command Squad w/ Medic, Missile Launcher Team and Officer of the Fleet
Adeptus Mechanicus Enginseer
Infantry Platoon:
- Platoon Command Squad w/ Sniper Rifle and Lascannon Team
- Infantry Squad w/ Grenade Launcher and Lascannon Team
- Infantry Squad w/ Lascannon Team
Veteran Squad, w/ Heavy Flamer and Demolitions, mounted in a Chimera APC
3-man Ratling Sniper Squad
3 Sentinel Walkers, each fielded as a one-vehicle squadron
Leman Russ Battle Tank
Leman Russ Demolisher Assault Tank

Both sides also received Strategems: battlefield spiffs, further off-table support, and other kinds of nastiness. However, the spiffs accomplished nothing for either side all game, so I shall ignore them in this report.

The Guard represented the Planetary Defense Forces. They set up the leg infantry in and around three key objectives: a bunker, a power plant, and a water treatment plant. The three walkers were placed so as to disrupt deep-striking Marines. The two tanks, the mechanized infantry and the Enginseer were held in reserve.

Mike rolled for the Attacker's pre-game orbital bombardment, rolling the max. Nine (!) Strength 9, large blast markers rained down, hammering the Guard. Despite hard cover, a third of the infantry were killed outright before the Space Marines dropped.

In this scenario the Attacker starts the game entirely in reserve. All the Space Marine infantry could choose to Deep Strike. Those units already having the Deep Strike ability (i.e., the Assault Marines) could actually charge into close combat the same turn they dropped - sweet!

Mike combat squadded the Space Marines, making 9 5-man squads that could both cover a lot of terrain and provide mutual support. The Assault Marines and the Flamer squads would drop, supported by heavy weapons and the Scouts on the ground. The Attacker started from reserve. The Imperial Guard's Officer of the Fleet called in aerospace fighters to disrupt the drop, preventing some of the Marine troops from coming down, but the Marines still managed to land the Captain and several combat squads. The following is a general view of the board looking northwest, after the Marines dropped and started shooting.

(Remember to click on the photos for larger images.)



The Captain and his bodyguards tried to drop north of the power plant, but deviated off the board. Rolling on the Deep Strike Mishap Table, the Imperial Guard players were allowed to re-position them, choosing the south board edge.



Fire from one Assault Squad reduced the Guard protecting the water treatment plant to a lone Grenade Launcher dude. As he shouted into his comm-link for reinforcements, the second Assault Squad gunned him down...



The Guard rolled well for reserves, getting both the tanks and the mechanized Veterans. Rolling randomly, the tanks came on in an ersatz platoon from the eastern board edge, but failed to land any shots on the Marines:



In the middle of the board, the Guard were able to tie up one combat squad of Assault Marines with a Sentinel walker. The Veterans disembarked from their APC, hoping to do better than their armoured corps bretheren.



The Veterans proved their skill by cleaning out the other Assault combat squad with laser fire and flame.



Later, a Marine Flamer combat squad dropped near the power plant. Not wanting to be subjected to that flamer, the Guard Platoon Command Squad bravely charged out of the woods, only to be cut down by the Emperor's finest.



As the game progressed, the rest of the Marines showed up. Concentrated Guard fire killed off the Captain's bodyguards. A Sentinel walker tried to come to grips with him, but the Captain used his combi-weapon to reduce the walker to a pile of melted slag.



Another Marine flamer squad landed and took over the water treatment plant. The mechanized Guard Veterans mounted up and drove over to meet them. These Veterans later disembarked and shot up those Marines, too, leaving three left alive. Those Marines subsequently embroiled the Veterans in a long melee. To the southwest, the walker can be seen fighting on, successfully resisting the Assault Marines.



The Demolisher finally killed a few Ultramarines with its big cannon. In the photo below, to the southwest the last remaining Sentinel has just assaulted a Marine Lascannon squad in the sandbag bunker, tying them up for the rest of the game. The last two Marines of a flamer squad can be seen in the distance readying themselves to assault the power plant.



The two Marines broke the infantry squad holding the power plant. To the southeast, the Marine Scouts assaulted the Demolisher with krak grenades, wrecking the turreted cannon. The Captain assaulted the Ratling snipers, who managed to resist his charge.

Though taking terrible losses, the Veterans stayed stuck in with the Marines in the water treatment plant. The Enginseer, who had recently arrived, ran to support the beleaguered Veterans.



As the game wound down due to the late hour, the Imperial Guard and the Space Marines each held one objective in the clear. The water treatment plant was contested, counting as another Marine-held objective, due to the rules of the scenario.

The broken Guardsmen from the power plant were still within command radius of the Company Commander. Trying to order the broken troops to rally, needing a 9 the officer rolled an "11" on 2D6 - true to form, he had been unsuccessful in giving orders for the entire game. Fortunately for him, the planet was rebelling from the Imperium, otherwise some Commissar no doubt would come by and shoot him in the head.

In a "Hail Mary" ploy, the Demolisher tank moved into the river and fired its hull mounted Heavy Bolter at the Marines in the power plant; they both rolled a "1" for their armour saves, killing them and thus giving up the power plant.



With one objective held by each side, the tie would be resolved by Kill Points. The Space Marines eked out the win, 4 KPs to 3 KPs. Missing that rally roll really hurt the Guard.

The MVP award surely goes to the Sentinel driver who tied up Assault Marines for the bulk of the battle; those jump troops might have helped consolidate either of the centrally located objectives.

ETA: The "Hard Corps" award goes to the Space Marine Captain, who survived a direct hit from a Battle Cannon round and went on to personally take out of action two Guard units.

The next scenario in the saga of Regulus VII will involve the Space Marines trying to consolidate their dearly-won foothold...